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e-voicing an opinion on a brand
Claire Roederer, Marc Filser
To cite this version:
Claire Roederer, Marc Filser. e-voicing an opinion on a brand. KIT Workshop, Jun 2011, Strasbourg,
France. �hal-00600695�
e-Voicing an opinion on a brand Working paper EM Kit Workshop
16 th may 2011
Claire ROEDERER and Marc FILSER
Claire ROEDERER
Maître de Conférences, EM Strasbourg (laboratoire Humanis), Université de Strasbourg Adresse professionnelle :
EM Strasbourg, 61 avenue de la Forêt-Noire, 67085 Strasbourg Cedex [email protected], Tél.: 03 68 85 83 93
Marc FILSER
Professeur des Universités, IAE de Dijon (laboratoire LEG-Cermab, UMR 5118), Université de Bourgogne
Adresse professionnelle :
IAE Dijon, BP 26611, 21066 Dijon Cedex
[email protected], Tél: 03 80 39 35 07
First part : online practices of consumers
“Markets are conversations”. With this first suggestion and the 94 others that followed, the authors of the Cluetrain manifesto (Levine et al., 2000) highlighted in 1999, the fundamental changes that the advent of Internet would generate in the manner of considering the relationship to markets and more generally speaking commercial exchanges. They portend in particular, the progressive replacement of traditional mass- marketing tools by the generalisation of a new means of communication characterised by novel forms of conversation between consumers on one side and companies and their brands on the other.
Consumers expect greater transparency, authenticity, reactiveness, options and support by the company with regard to its responsibilities in relation to them and to society in general (Myron, 2010). Thanks to Internet, consumers have the means to be treated not as mere numbers, but as individuals to be heard. In other words, thanks to information technologies, they can enjoy new forms of power/control.
Internet is, in fact, considered as an empowerment tool both in the field of consumer behaviour and in information systems, to the extent that it allows consumers to interact with the rest of the world at different levels (personal, dyad, group, community) (Amichai Hamburger, 2008).
A good illustration of this phenomenon among others: if a consumer has an unpleasant experience with a brand, he is able to divulge this information no longer simply to his next door neighbor, but to numerous friends world-wide as well as those listening to him on social networks, with the possibility of even providing visual and audio traces.
Consumers are not all equal in relation to these new uses of Internet and to the potential
power they wield. Computer savviness, the consumer’s representation of technology
(Kozinets, 2008), along with the cultural capital, where age certainly affects the use that
he can make of this potential source of power and consequently his degree/level of empowerment.
However, the different ways in which this power available to the consumer can be expressed is to be found in new practices under the form of cyber-experiences, that we have defined in the following paragraph. The conceptual framework of the experience enables us to grasp the large variety (of practices) that the consumer has access to and can implement in cyber-space.
Definition of cyber-experiences.
Cyber experiences or on-line experiences can be defined as all the consumer experiences, i.e. interactions of persons x object x situation (Punj and Stewart, 1983) which generate significance for the persons experiencing them (Filser, 2002; 2008), whether such interactions are market or non-market related. Cyber experiences pre- suppose an individual-screen interaction, irrespective of the screen size (desk computer or portable, smartphone or tablets of the Ipad type) and can take place in any real physical place and concern any product or service category (Kozinets, 2002).
Different categories of cyber-experiences
Internet must not always be considered as the reproduction/simulation of the real world, but rather as an alternative environment accessible via a computer and which is both from a company’s point of view :
- a distribution channel for goods and services - an advertising medium
and from the consumer’s point of view, essentially : - a potential source of unlimited information, - a consumption area
- an area to voice one’s opinion
One can distinguish : (1) strictly market cyber experiences ; (2) both market and non- market cyber experiences.
(1) Strictly market experiences
This type of interaction covers online shopping experiences (Soopramanien, 2011), and correspond to shopping experiences (Tauber, 1972) in conventional shops/stores selling goods and services. By cutting the storage and distribution costs, Internet allows several companies to market products that would not be economically viable to propose in conventional stores, thus resulting in an almost unlimited increase in offer (Anderson, 2006), as illustrated by the long tail theory, and transforming this distribution channel into a vast borderless supermarket from the consumer’s point of view. Ranging from purchases on Amazon.com to hotel room reservations on Booking.com and downloading music from Itunes, these cyber experiences correspond to a real market exchange and not free of charge. In most cases, they involve both the consumer and the company, but Internet has also promoted CtoC sales with online auction sites such as eBay (Peters and Bodkin, 2007).
(2) Market and non-market cyber experiences These include :
-the search for information experience that comes prior to the buying and consumption experience (Arnould, Price et al., 2002).
The search for information, which has become extremely intuitive through the use of engines such as Google, is one of the activities most shared by web users. We could even maintain that the search for information is the starting point of any cyber-experience.
By relating the history of Google in his book, The Search, Battelle (2005), considers that
the process of seeking information constitutes a major cultural change transforming the
manner of contemplating market exchange. Information search on the Web has, in fact,
strong implications as regards the manner of consumption and indeed constitutes a novel source of power/control available to the consumer.
Clemons (2008) believes that the information the web user is likely to obtain with just a few clicks, affects his behaviour and consequently, all the variables in a classic marketing mix : the price becomes what the consumer is willing to pay, advertising is increasingly determined by what the consumers have to say about the product online (online user- generated content) and product design corresponds to the most strongly expressed consumers’ preferences (crowdsourcing) (Clemons, 2008) in order to fill the gaps in the existing market offer.
- entertainment experiences : Internet could be considered as a source of entertainment, with unspecified borders, in which the web user can enjoy an infinite number of recreational and/or instructive experiences. Addis (2005) refers to this type of experience as edutainment experiences, a contraction of education and entertainment. These experiences, whether or not free of charge, cover a range of games, reading, podcasts accessible via Internet, and constitute a polymorphous offer that is almost unlimited and regularly updated. To this effect, it is worth noting the practices of numerous students who no longer watch television, but the same programmes, series (American) –through podcasts on their computers.
- content creation experiences. We use this term to designate all the interactions person x object x situations (Punj and Stewart, 1983) involving the production/circulation of content in chat rooms, forums, blogs, or on a wider scale, the presence more or less active on social networks like Facebook. The experiences of
“voicing an opinion” and the resulting discourse could relate to any consumer/brand interaction (having taken place on the Internet or in real life), whether real or fictional.
These comprise experiences resulting in the production of a consumer generated content (Fournier and Brunel, 2008).
The main objectives of identified cyber experiences are represented on Figure 1. It can
be stated that the search for information could be entertaining just as entertainment
could be an enriching process/experience and a source of information. The categories
bring to light the main objectives sought.
Figure 1 Cyber experiences classified according to main objective sought
Cyber-experiences involving brands
If we focus on cyber-experiences involving brands, two major categories of practices can be distinguished : (1) practices implying consumer generated content as regards the brand ; (2) practices that affect a phase of the decision making process involved in buying the brand (Figure 2).
INFORMATION SEARCH
Market /non-market
CONTENT CREATION
Non market
ENTERTAINMENT
Market/non market
PURCHASE
Market exchange B2C et C2C
Cyber- experiences
Figure 2 : Cyber-experience categories involving the brand
1. Content generation for a brand
Consumer generated content for a brand can take different forms. The content could be a commentary, a recommendation, a rate, tag, comment, blog, tweet, friend (Hardey, 2011) with the purpose of providing information to others which then becomes e-Wom. But the content generated for the brand could go as far as the creation of an advertisement referred to as consumer generated advertising) (Campbell et al., 2011), the brand parody (Fournier and Avery, 2011) or the generation of ideas for the brand called crowdsourcing.
.
Online Cyber-experiences involving the brand
Content generation for the brand Practices affecting the buying
process
Figure 3 Cyber-experiences including consumer generated content for a brand
e-Wom and comments on a brand
Its form
This communication can take several forms (essentially textual, but also visual and audio (images, videos, etc…,)), different intensities and different degrees of sophistication.
Its circulation
The online release of such discourse implies their accessibility to a potentially high number of consumers, a geographical de-compartmentalisation and the immediacy of this accessibility to the message. The individual can communicate on different levels: personal (consumer ->
company ; dyadic (consumer a -> consumer b) ; in groups (consumer a -> a consumer group) ; in a community (Füller et al., 2009).
These different levels of communication correspond to different virtual areas (social networks like Facebook, forums, blogs, virtual communities or online communities. Kozinets (2002) distinguishes five types of online communities: (1) the boards (also called newsgroups, usegroups or usenet groups), organized around a specific product or a service ; (2) independent web pages or web rings (thematic links of the Web pages) ; (3) thematic mailing
Online cyber experiences involving the brand
Consumer generated content for
a brand Practices affecting the buying process
e-Wom (rate, tag,
blog, tweets, friend) Consumer-generated
advertising Consumer-generated
ideas (crowdsourcing)
lists ; (4) the MUD or multiuser dungeons ; (5) chatrooms. MUD and chatrooms are less oriented to the market (Kozinets, 2002).
Its trace
Furthermore, the discourse put online, whatsoever its form (textual, visual…) can remain for an indefinite period (even permanent) on the Internet, and is materialized by a written/visual trace which continues to exist. Examples of compromising photos on Facebook that continue to be circulated endlessly, even if they do not necessarily concern a brand, illustrate this point.
Theorisation of e-WOM/e-Word of Mouse
Consumer to consumer communication is meant to have a strong impact on consumers‟
buying behavior. Longtime understood as face to face communication, online communication from the consumer has taken multiple forms with the development of Internet (Gupta and Harris, 2010) and one can talk about e-Word of Mouth as Word of mouse, since this high tech version of ancestral word to mouth communication is now taken over by the computer mouse.
From a fugitive oral form we now have a written and visual form that lasts and can be transmitted effortlessly. Kozinets et al. (2010) identify three phases in the evolution of models theorizing WOM : (1) the model of organic inter-consumer influence (2) the model of linear influence ; (3) the model of joint generation via a network. WOM was theorized as early as the forties of the last century as an influential model among consumers. Kozinets et al. (2010) qualify this first model as organic to the extent that it functions without intervention from marketers. Thereafter, marketing theoreticians and practitioners recognized the importance of being able to identify influential consumers in the WOM process to attempt to associate opinion leaders, referred to as the linear influence model. Lastly, to the advantage of the development of Internet, marketers became interested in another manner of steering WOM.
This new manner of operating puts emphasis on the consumer networks, online groups and communities.
Incorporation of the e-WOM phenomenon by companies
Among the different forms of voicing opinions by consumers on the Internet, the customer reviews used as sales pitch is undoubtedly the most frequent. Most multi-brand distribution sites presently have a mechanism enabling them to take into account customer reviews in one way or the other. By way of example, ASICS has chosen Bazaarvoice to incorporate customers‟ opinions on its 30 sites across Europe and on Facebook. The brand can henceforth control this type of content generated by users and integrate it in all aspects of its business, from product design to marketing (source : Kovacs e-marketing portal, 22/03/2011).
Customer opinion can be received in different areas. The fan pages on Facebook constitute an area that is increasingly sought by brands. With over 600 million active members and an interface translated into over 70 languages, Facebook has become a powerful communication tool with the public, partners, customers and potential employees.
(http://www.esens.unige.ch/ consulted 20/4/2011). Vanksen has just published a white paper on the phenomenon of “fan pages” on Facebook. According to this source, among the brands having the greatest number of fans on Facebook are Ferrero, Mars and Apple. The most represented sectors are the agribusiness, fashion and internet. Mars, the second most present brand on Facebook, has a community manager providing input for the fan page, contrary to Ferrero, for which the pages exist in an “organic” way that is with fan generated input.
The fact that a person is a fan does not mean that he is an actual user of the brand, nor that he is perfectly satisfied with it. Being a fan is sometimes the required entrance ticket to be able to express an opinion on the brand. The fan pages present potential risks for the brand image because of their viral aspect and easy referencing.
Opinion/Review control by other customers
Customer opinions and reviews can be regulated in different ways on the Internet. Thus sites such as Ciao (http://www.ciao.fr/) group together customer comments, which are monitored and rated by other consumers.
« Ciao is an online community with several million members who give their critical opinions
and rate millions of products and services for other consumers. It is available free of cost to
consumers on European markets in the local language and offers both non-biased customer
opinions and price comparisons on a daily basis, thus making Ciao the most detailed source
of "shopping intelligence" on the web. Proof of Ciao’s success : more than 38 million
consumers visit the site each month, making it one of main online shopping portals of Europe.
» (source : Ciao site : A propos de Ciao, consulted on 23/3/2011).
It is thus evident that voicing of opinions and comments by customers is subject to some form of regulation on the internet.
Professionalization of voicing opinions on the internet
Certain consumer bloggers have turned this practice, initially non-professional, into a profession. We can find such examples in blogs dedicated to fashion (Kretz, 2010). In this example, voicing of an opinion on the internet has turned professional and fully recognized as such by brands.
This type of professionalized opinion giving is part of WOMM strategies and adopts specific forms of expression. Kozinets et al. (2010) identifies 4 types of expression underlying brand related reviews, given by established bloggers: evaluation, explanation, embracing, endorsement.
Consumer-generated advertising
Internet and less onerous software or even open source, enables consumers to produce not only comment but also videos posted on sites such as YouTube. The use of videos is one of the main activities of web users (Campbell et al., 2011). These activities could be considered as part of corporate strategies as in the case of participatory advertising. The example of the Doritos brand and the advertisements for Superbowl created by web users, that of the Nespresso film The Capsule, of which the end part has been written by web users illustrate this point. The consumer is invited to generate communication for a brand, but the overall advertising is monitored by the company.
There exist videos on brands over which the company has less control, often of a satiric nature (Fournier et Avery, 2011).
Consumer-generated ideas
Furthermore, the web user could also be involved in the development process of a new
product through the use of tool kits on the web (Fuchs et al., 2011). The consumer‟s
participation in developing a new product corresponds to a change in MAP (Manufacturer
Active Paradigm) to CAP (Consumer Active Paradigm) (Rohrbeck et al., 2010), which reveals a major transformation in the consumer‟s traditional role.
Crowdsourcing
Likewise, crowdsourcing for a brand consists in seeking the opinions of web users for its products, values or an element of its communication. The outcry following the recent change in the GAP logo is an example of this mechanism of crowdsourcing. The company appeased web users by seeking their ideas for the logo (Fournier and Avery, 2011).
2. Practices affecting the buying process
These cyber experiences impact one or the other phases of the decision-making process when buying. It can be considered that the tools proposed by Internet are used by consumers for strategic purposes to optimize information on the product or even increase their power of negotiation in relation to the company and consequently to gain control or counter balance control attributed to the company.
Figure 4: Cyber-experiences affecting the buying process
The search for information
Online cyber- experiences involving
the brand
Consumer generated
content for a brand Practices affecting the buying process
The search for information
Group purchasing for
better purchasing Using multi-channels against the company
Using several community managers for better negotiations